diff --git a/src/Objects/obj.cxx b/src/Objects/obj.cxx index 7571dd0d4..b2bdb82b1 100644 --- a/src/Objects/obj.cxx +++ b/src/Objects/obj.cxx @@ -269,7 +269,7 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) { // Load a .obj file and build the fragment list -ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { +ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) { fgFRAGMENT fragment; Point3D pp; double approx_normal[3] /*, normal[3], scale = 0.0 */; @@ -312,10 +312,14 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { shading = current_options.get_shading(); in_fragment = false; - t->ncount = 0; + if ( is_base ) { + t->ncount = 0; + } vncount = 0; vtcount = 0; - t->bounding_radius = 0.0; + if ( is_base ) { + t->bounding_radius = 0.0; + } center = t->center; StopWatch stopwatch; @@ -355,7 +359,13 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { // cout << "scenery_version = " << scenery_version << endl; } else if ( token == "gbs" ) { // reference point (center offset) - in >> t->center >> t->bounding_radius; + if ( is_base ) { + in >> t->center >> t->bounding_radius; + } else { + Point3D junk1; + double junk2; + in >> junk1 >> junk2; + } center = t->center; // cout << "center = " << center // << " radius = " << t->bounding_radius << endl; @@ -513,7 +523,9 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { >> nodes[t->ncount][2]; */ in >> node; nodes.push_back(node); - t->ncount++; + if ( is_base ) { + t->ncount++; + } } else { FG_LOG( FG_TERRAIN, FG_ALERT, "Read too many nodes in " << path @@ -937,7 +949,9 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) { xglEnd(); #endif - t->nodes = nodes; + if ( is_base ) { + t->nodes = nodes; + } stopwatch.stop(); FG_LOG( FG_TERRAIN, FG_DEBUG, diff --git a/src/Objects/obj.hxx b/src/Objects/obj.hxx index d07ec5d46..b2df767c9 100644 --- a/src/Objects/obj.hxx +++ b/src/Objects/obj.hxx @@ -52,7 +52,7 @@ FG_USING_STD(string); // Load a .obj file and build the fragment list -ssgBranch *fgObjLoad(const string& path, FGTileEntry *tile); +ssgBranch *fgObjLoad(const string& path, FGTileEntry *tile, const bool is_base); #endif // _OBJ_HXX